from typing import Any, Dict, List, Literal, Tuple

from ....utils.class_registry import register_base_class, register_class
from ...dice import Dice

from ...action import (
    Actions,
    CreateDiceAction,
    DrawCardAction,
    GenerateRerollDiceRequestAction,
    MakeDamageAction,
    RemoveDiceAction,
    RemoveObjectAction,
)
from ...event import (
    MoveObjectEventArguments,
    PlayerActionStartEventArguments,
    SkillEndEventArguments,
    UseCardEventArguments,
)
from ...modifiable_values import (
    CostValue,
    DamageValue,
    InitialDiceColorValue,
    RerollValue,
)
from ...event import RoundEndEventArguments, RoundPrepareEventArguments

from ...struct import Cost
from ...consts import (
    DIE_COLOR_TO_ELEMENT,
    ELEMENT_DEFAULT_ORDER,
    ELEMENT_TO_DIE_COLOR,
    CostLabels,
    DamageElementalType,
    DamageType,
    DieColor,
    IconType,
    ObjectPositionType,
)
from .base import (
    RoundEffectSupportBase,
    SupportBase,
    UsageWithRoundRestrictionSupportBase,
)


class LocationBase(SupportBase):
    cost_label: int = CostLabels.CARD.value | CostLabels.LOCATION.value


register_base_class(LocationBase)


class RoundEffectLocationBase(RoundEffectSupportBase, LocationBase):
    cost_label: int = CostLabels.CARD.value | CostLabels.LOCATION.value


class LiyueHarborWharf_3_3(LocationBase):
    name: Literal["Liyue Harbor Wharf"]
    version: Literal["3.3"] = "3.3"
    cost: Cost = Cost(same_dice_number=2)
    usage: int = 2
    icon_type: Literal[IconType.TIMESTATE] = IconType.TIMESTATE

    def event_handler_ROUND_END(
        self, event: RoundEndEventArguments, match: Any
    ) -> List[DrawCardAction | RemoveObjectAction]:
        """
        When in round end, draw 2 cards, and check if should remove.
        """
        if self.position.area != "SUPPORT":
            # not in support area, do nothing
            return []
        self.usage -= 1
        return [
            DrawCardAction(
                player_idx=self.position.player_idx,
                number=2,
                draw_if_filtered_not_enough=True,
            ),
        ] + self.check_should_remove()


class KnightsOfFavoniusLibrary_3_3(LocationBase):
    name: Literal["Knights of Favonius Library"]
    version: Literal["3.3"] = "3.3"
    cost: Cost = Cost(same_dice_number=1)
    usage: int = 0
    icon_type: Literal[IconType.NONE] = IconType.NONE

    def play(self, match: Any) -> List[GenerateRerollDiceRequestAction]:
        return [
            GenerateRerollDiceRequestAction(
                player_idx=self.position.player_idx,
                reroll_times=1,
            )
        ]

    def value_modifier_REROLL(
        self, value: RerollValue, match: Any, mode: Literal["TEST", "REAL"]
    ) -> RerollValue:
        if self.position.area != ObjectPositionType.SUPPORT:
            # not in support area, do nothing
            return value
        if value.player_idx != self.position.player_idx:
            # not self player
            return value
        value.value += 1
        return value


class JadeChamber_4_0(LocationBase):
    name: Literal["Jade Chamber"]
    version: Literal["4.0"] = "4.0"
    cost: Cost = Cost()
    usage: int = 0
    icon_type: Literal[IconType.NONE] = IconType.NONE

    def value_modifier_INITIAL_DICE_COLOR(
        self, value: InitialDiceColorValue, match: Any, mode: Literal["REAL", "TEST"]
    ) -> InitialDiceColorValue:
        """
        If self in support, fix two dice colors to self
        """
        if self.position.area != ObjectPositionType.SUPPORT:
            # not in support area, do nothing
            return value
        if value.position.player_idx != self.position.player_idx:
            # not self player
            return value
        active = match.player_tables[self.position.player_idx].get_active_character()
        element = active.element
        value.dice_colors += [ELEMENT_TO_DIE_COLOR[element]] * 2
        return value


class JadeChamber_3_3(JadeChamber_4_0):
    version: Literal["3.3"] = "3.3"
    cost: Cost = Cost(same_dice_number=1)


class DawnWinery_3_3(RoundEffectLocationBase):
    name: Literal["Dawn Winery"]
    version: Literal["3.3"] = "3.3"
    cost: Cost = Cost(same_dice_number=2)
    max_usage_per_round: int = 1

    def value_modifier_COST(
        self, value: CostValue, match: Any, mode: Literal["TEST", "REAL"]
    ) -> CostValue:
        if self.position.area != ObjectPositionType.SUPPORT:
            # not in support area, do nothing
            return value
        if value.position.player_idx != self.position.player_idx:
            # not self player
            return value
        if self.usage <= 0:
            # no usage
            return value
        if value.cost.label & CostLabels.SWITCH_CHARACTER.value == 0:
            # not switch character
            return value
        # decrease cost
        if value.cost.decrease_cost(None):
            if mode == "REAL":
                self.usage -= 1
        return value


class WangshuInn_3_3(LocationBase):
    name: Literal["Wangshu Inn"]
    version: Literal["3.3"] = "3.3"
    cost: Cost = Cost(same_dice_number=2)
    usage: int = 2
    icon_type: Literal[IconType.TIMESTATE] = IconType.TIMESTATE

    def event_handler_ROUND_END(
        self, event: RoundEndEventArguments, match: Any
    ) -> List[MakeDamageAction | RemoveObjectAction]:
        """
        If back character not full hp, heal 2 hp, and check if should remove.
        """
        if self.position.area != "SUPPORT":
            # not in support area, do nothing
            return []
        table = match.player_tables[self.position.player_idx]
        characters = table.characters
        active = table.active_character_idx
        character = None
        for cnum, c in enumerate(characters):
            if cnum == active or c.is_defeated:
                # active or defeated, do nothing
                continue
            if character is None or c.damage_taken > character.damage_taken:
                character = c
        if character is None:
            # no character on standby, do nothing
            return []
        if character.damage_taken <= 0:
            # full hp, do nothing
            return []
        self.usage -= 1
        return [
            MakeDamageAction(
                damage_value_list=[
                    DamageValue(
                        position=self.position,
                        damage_type=DamageType.HEAL,
                        target_position=character.position,
                        damage=-2,
                        damage_elemental_type=DamageElementalType.HEAL,
                        cost=self.cost.copy(),
                    )
                ],
            )
        ] + self.check_should_remove()


class FavoniusCathedral_3_3(LocationBase):
    name: Literal["Favonius Cathedral"]
    version: Literal["3.3"] = "3.3"
    cost: Cost = Cost(same_dice_number=2)
    usage: int = 2
    icon_type: Literal[IconType.TIMESTATE] = IconType.TIMESTATE

    def event_handler_ROUND_END(
        self, event: RoundEndEventArguments, match: Any
    ) -> List[MakeDamageAction | RemoveObjectAction]:
        """
        If active character not full hp, heal 2 hp, and check if should remove.
        """
        if self.position.area != "SUPPORT":
            # not in support area, do nothing
            return []
        character = match.player_tables[self.position.player_idx].get_active_character()
        if character.damage_taken <= 0:
            # full hp, do nothing
            return []
        self.usage -= 1
        return [
            MakeDamageAction(
                damage_value_list=[
                    DamageValue(
                        position=self.position,
                        damage_type=DamageType.HEAL,
                        target_position=character.position,
                        damage=-2,
                        damage_elemental_type=DamageElementalType.HEAL,
                        cost=self.cost.copy(),
                    )
                ],
            )
        ] + self.check_should_remove()


class Tenshukaku_3_7(LocationBase):
    name: Literal["Tenshukaku"]
    version: Literal["3.7"] = "3.7"
    cost: Cost = Cost(same_dice_number=2)
    usage: int = 0
    icon_type: Literal[IconType.NONE] = IconType.NONE

    def event_handler_ROUND_PREPARE(
        self, event: RoundPrepareEventArguments, match: Any
    ) -> List[CreateDiceAction]:
        """
        When in round prepare, if have 5 different kinds of elemental dice,
        create 1 omni element.
        """
        if self.position.area != "SUPPORT":
            # not in support area, do nothing
            return []
        colors = match.player_tables[self.position.player_idx].dice.colors
        omni_number = 0
        color_set = set()
        for color in colors:
            if color == DieColor.OMNI:
                omni_number += 1
            else:
                color_set.add(color)
        if len(color_set) + omni_number < 5:
            # not enough different kinds of elemental dice
            return []
        return [
            CreateDiceAction(
                player_idx=self.position.player_idx, number=1, color=DieColor.OMNI
            )
        ]


class GrandNarukamiShrine_3_6(LocationBase):
    name: Literal["Grand Narukami Shrine"]
    version: Literal["3.6"] = "3.6"
    cost: Cost = Cost(same_dice_number=2)
    usage: int = 3
    icon_type: Literal[IconType.TIMESTATE] = IconType.TIMESTATE

    def play(self, match: Any) -> List[Actions]:
        """
        When played, set usage to 2 and generate one random die.
        """
        self.usage = 2
        return [
            CreateDiceAction(
                player_idx=self.position.player_idx,
                number=1,
                different=True,  # use different to avoid OMNI die
            )
        ]

    def event_handler_ROUND_PREPARE(
        self, event: RoundPrepareEventArguments, match: Any
    ) -> List[CreateDiceAction | RemoveObjectAction]:
        """
        create one random die, and out of usage remove self.
        """
        if self.position.area != ObjectPositionType.SUPPORT:
            # not in support area, do nothing
            return []
        self.usage -= 1
        return [
            CreateDiceAction(
                player_idx=self.position.player_idx,
                number=1,
                different=True,  # use different to avoid OMNI die
            )
        ] + self.check_should_remove()


class SangonomiyaShrine_3_7(LocationBase):
    name: Literal["Sangonomiya Shrine"]
    version: Literal["3.7"] = "3.7"
    cost: Cost = Cost(same_dice_number=2)
    usage: int = 2
    icon_type: Literal[IconType.TIMESTATE] = IconType.TIMESTATE

    def event_handler_ROUND_END(
        self, event: RoundEndEventArguments, match: Any
    ) -> List[MakeDamageAction | RemoveObjectAction]:
        """
        If active character not full hp, heal 2 hp, and check if should remove.
        """
        if self.position.area != "SUPPORT":
            # not in support area, do nothing
            return []
        characters = match.player_tables[self.position.player_idx].characters
        damage_action = MakeDamageAction(
            damage_value_list=[],
        )
        for character in characters:
            if character.is_defeated or character.damage_taken <= 0:
                # full hp or defeated, do nothing
                continue
            damage_action.damage_value_list.append(
                DamageValue(
                    position=self.position,
                    damage_type=DamageType.HEAL,
                    target_position=character.position,
                    damage=-1,
                    damage_elemental_type=DamageElementalType.HEAL,
                    cost=self.cost.copy(),
                )
            )
        if len(damage_action.damage_value_list) == 0:
            # no character to heal, do nothing
            return []
        self.usage -= 1
        return [damage_action] + self.check_should_remove()


class SumeruCity_3_7(RoundEffectLocationBase):
    name: Literal["Sumeru City"]
    version: Literal["3.7"] = "3.7"
    cost: Cost = Cost(same_dice_number=2)
    max_usage_per_round: int = 1

    def play(self, match: Any) -> List[Actions]:
        """
        When played, reset usage.
        """
        self.usage = 1
        return super().play(match)

    def value_modifier_COST(
        self, value: CostValue, match: Any, mode: Literal["TEST", "REAL"]
    ) -> CostValue:
        """
        When self character use skills or equip talents, and have usage,
        and have less or equal elemental dice than cards in hand, reduce cost.
        """
        if self.position.area != "SUPPORT":
            # not in support area, do nothing
            return value
        if self.usage == 0:
            # no usage
            return value
        if value.position.player_idx != self.position.player_idx:
            # not self player
            return value
        label = (
            CostLabels.NORMAL_ATTACK.value
            | CostLabels.ELEMENTAL_SKILL.value
            | CostLabels.ELEMENTAL_BURST.value
            | CostLabels.TALENT.value
        )
        if value.cost.label & label == 0:
            # not skill or talent
            return value
        table = match.player_tables[self.position.player_idx]
        if len(table.dice.colors) > len(table.hands):
            # more elemental dice than cards in hand
            return value
        # reduce cost
        if value.cost.decrease_cost(value.cost.elemental_dice_color):
            # success
            if mode == "REAL":
                self.usage -= 1
        return value


class Vanarana_3_7(LocationBase):
    name: Literal["Vanarana"]
    version: Literal["3.7"] = "3.7"
    cost: Cost = Cost()
    usage: int = 0
    colors: List[DieColor] = []
    icon_type: Literal[IconType.COUNTER] = IconType.COUNTER

    def play(self, match: Any) -> List[Actions]:
        self.usage = 0
        self.colors = []
        return super().play(match)

    def event_handler_ROUND_PREPARE(
        self, event: RoundPrepareEventArguments, match: Any
    ) -> List[CreateDiceAction]:
        """
        When in round prepare, give collected dice back.
        """
        assert self.usage == len(self.colors)
        if self.position.area != "SUPPORT":
            # not in support area, do nothing
            return []
        if self.usage == 0:
            # no dice, do nothing
            return []
        ret: List[CreateDiceAction] = []
        for color in self.colors:
            ret.append(
                CreateDiceAction(
                    player_idx=self.position.player_idx, color=color, number=1
                )
            )
        self.usage = 0
        self.colors = []
        return ret

    def _sort_colors(self, colors: List[DieColor]) -> List[Tuple[int, int, DieColor]]:
        """
        Sort colors. Omni always last, others has two keys, 1. number of
        this color, 2. default order.
        Return: List[Tuple[number, default_order, color]]. For Omni, the
        default order is filled with 0.
        """
        colors_dict: Dict[DieColor, int] = {DieColor.OMNI: 0}
        for element in ELEMENT_DEFAULT_ORDER:
            colors_dict[ELEMENT_TO_DIE_COLOR[element]] = 0
        for color in colors:
            colors_dict[color] += 1
        # first: number, second: default order, third: color
        colors_lists: List[Tuple[int, int, DieColor]] = []
        # specially handle OMNI
        omni_num = 0
        for color in colors_dict:
            if colors_dict[color] == 0:
                continue
            if color == DieColor.OMNI:
                omni_num = colors_dict[color]
                continue
            colors_lists.append(
                (
                    colors_dict[color],
                    ELEMENT_DEFAULT_ORDER.index(DIE_COLOR_TO_ELEMENT[color]),
                    color,
                )
            )
        # number desc, default order asc
        colors_lists.sort(key=lambda x: (-x[0], x[1]))
        if omni_num > 0:
            colors_lists.append((omni_num, 0, DieColor.OMNI))
        return colors_lists

    def event_handler_ROUND_END(
        self, event: RoundEndEventArguments, match: Any
    ) -> List[RemoveDiceAction]:
        """
        When in round end, collect up to 2 unused elemental dice.
        """
        if self.position.area != "SUPPORT":
            # not in support area, do nothing
            return []
        assert self.usage == 0 and len(self.colors) == 0
        current_dice: Dice = match.player_tables[self.position.player_idx].dice
        current_dice_colors = current_dice.colors
        if len(current_dice_colors) == 0:
            # no dice, do nothing
            return []
        colors_lists = self._sort_colors(current_dice_colors)
        assert len(colors_lists) > 0
        # if first has more than 2, take two of them
        if colors_lists[0][0] >= 2:
            self.colors = [colors_lists[0][2]] * 2
        else:
            # otherwise, take first one
            self.colors = [colors_lists[0][2]]
            # if has second, take second one
            if len(colors_lists) >= 2:
                self.colors += [colors_lists[1][2]]
        self.usage = len(self.colors)
        dice_idxs = current_dice.colors_to_idx(self.colors)
        return [
            RemoveDiceAction(
                player_idx=self.position.player_idx,
                dice_idxs=dice_idxs,
            )
        ]


class ChinjuForest_3_7(LocationBase):
    name: Literal["Chinju Forest"]
    version: Literal["3.7"] = "3.7"
    cost: Cost = Cost(same_dice_number=1)
    usage: int = 3
    icon_type: Literal[IconType.TIMESTATE] = IconType.TIMESTATE

    def event_handler_ROUND_PREPARE(
        self, event: RoundPrepareEventArguments, match: Any
    ) -> List[CreateDiceAction | RemoveObjectAction]:
        """
        When in round prepare, if have usage, create one die that match
        active character element.
        """
        if self.position.area != ObjectPositionType.SUPPORT:
            # not in support area, do nothing
            return []
        if self.usage <= 0:  # pragma: no cover
            # no usage
            return []
        if event.player_go_first == self.position.player_idx:
            # self go first, do nothing
            return []
        table = match.player_tables[self.position.player_idx]
        active = table.get_active_character()
        element = active.element
        self.usage -= 1
        return [
            CreateDiceAction(
                player_idx=self.position.player_idx,
                number=1,
                color=ELEMENT_TO_DIE_COLOR[element],
            )
        ] + self.check_should_remove()


class GoldenHouse_4_0(LocationBase, UsageWithRoundRestrictionSupportBase):
    name: Literal["Golden House"]
    version: Literal["4.0"] = "4.0"
    cost: Cost = Cost()
    usage: int = 2
    max_usage_one_round: int = 1
    icon_type: Literal[IconType.TIMESTATE] = IconType.TIMESTATE

    card_cost_label: int = CostLabels.WEAPON.value
    decrease_threshold: int = 3

    def value_modifier_COST(
        self, value: CostValue, match: Any, mode: Literal["TEST", "REAL"]
    ) -> CostValue:
        """
        if card label match and original cost greater than threshold,
        reduce cost.
        """
        assert value.cost.original_value is not None
        if (
            self.position.area == ObjectPositionType.SUPPORT
            and value.position.player_idx == self.position.player_idx
            and value.cost.original_value.total_dice_cost >= self.decrease_threshold
            and value.cost.label & self.card_cost_label != 0
            and self.has_usage()
        ):
            # area right, player right, cost label match, cost greater than
            # threshold, and not used this round
            if value.cost.decrease_cost(None):
                if mode == "REAL":
                    self.use()
        return value

    def event_handler_MOVE_OBJECT(
        self, event: MoveObjectEventArguments, match: Any
    ) -> List[Actions]:
        if self.usage == 0:
            # if usage is zero, it run out of usage, remove it
            return list(self.check_should_remove())
        # otherwise, do parent event handler
        return super().event_handler_MOVE_OBJECT(event, match)


class GandharvaVille_4_1(LocationBase, UsageWithRoundRestrictionSupportBase):
    name: Literal["Gandharva Ville"]
    version: Literal["4.1"] = "4.1"
    cost: Cost = Cost(same_dice_number=1)
    usage: int = 3
    max_usage_one_round: int = 1
    icon_type: Literal[IconType.TIMESTATE] = IconType.TIMESTATE

    def event_handler_PLAYER_ACTION_START(
        self, event: PlayerActionStartEventArguments, match: Any
    ) -> List[Actions]:
        """
        If self action start, and has usage, and no elemental dice, create
        one omni element.
        """
        if not (
            self.position.area == ObjectPositionType.SUPPORT
            and event.player_idx == self.position.player_idx
            and self.has_usage()
            and len(match.player_tables[self.position.player_idx].dice.colors) == 0
        ):
            # not equipped, or not self, or no usage, or have elemental dice
            return []
        # create one omni element
        self.use()
        return [
            CreateDiceAction(
                player_idx=self.position.player_idx, number=1, color=DieColor.OMNI
            )
        ]


class StormterrorsLair_4_2(LocationBase, UsageWithRoundRestrictionSupportBase):
    name: Literal["Stormterror's Lair"]
    version: Literal["4.2"] = "4.2"
    cost: Cost = Cost(same_dice_number=2)
    usage: int = 3
    max_usage_one_round: int = 1
    icon_type: Literal[IconType.TIMESTATE] = IconType.TIMESTATE

    card_cost_label: int = CostLabels.SKILLS.value
    decrease_threshold: int = 4

    def play(self, match: Any) -> List[Actions]:
        """
        Draw a talent card
        """
        return super().play(match) + [
            DrawCardAction(
                player_idx=self.position.player_idx,
                number=1,
                whitelist_cost_labels=CostLabels.TALENT.value,
                draw_if_filtered_not_enough=False,
            )
        ]

    def value_modifier_COST(
        self, value: CostValue, match: Any, mode: Literal["TEST", "REAL"]
    ) -> CostValue:
        """
        if card label match and original cost greater than threshold,
        or is talent cost, reduce cost.
        """
        if (
            self.position.area == ObjectPositionType.SUPPORT
            and value.position.player_idx == self.position.player_idx
            and self.has_usage()
        ):
            # area right, player right, and not used this round
            assert value.cost.original_value is not None
            if (
                value.cost.original_value.total_dice_cost >= self.decrease_threshold
                and value.cost.label & self.card_cost_label != 0
            ) or value.cost.label & CostLabels.TALENT.value != 0:
                # cost label match, cost greater than threshold; or is talent
                if value.cost.decrease_cost(value.cost.elemental_dice_color):
                    if mode == "REAL":
                        self.use()
        return value

    def event_handler_USE_CARD(
        self, event: UseCardEventArguments, match: Any
    ) -> List[Actions]:
        if self.usage == 0:
            # if usage is zero, it run out of usage, remove it
            return list(self.check_should_remove())
        # otherwise, do parent event handler
        return super().event_handler_USE_CARD(event, match)

    def event_handler_SKILL_END(
        self, event: SkillEndEventArguments, match: Any
    ) -> List[RemoveObjectAction]:
        if self.usage == 0:
            # if usage is zero, it run out of usage, remove it
            return list(self.check_should_remove())
        return []


register_class(
    LiyueHarborWharf_3_3
    | KnightsOfFavoniusLibrary_3_3
    | JadeChamber_4_0
    | JadeChamber_3_3
    | DawnWinery_3_3
    | WangshuInn_3_3
    | FavoniusCathedral_3_3
    | Tenshukaku_3_7
    | GrandNarukamiShrine_3_6
    | SangonomiyaShrine_3_7
    | SumeruCity_3_7
    | Vanarana_3_7
    | ChinjuForest_3_7
    | GoldenHouse_4_0
    | GandharvaVille_4_1
    | StormterrorsLair_4_2
)
